[Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16
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Complete Tutorial of Fredo ThruPaint
https://youtu.be/db3KAv0-ATI -
@ahmed0007 said:
Complete Tutorial of Fredo ThruPaint
https://youtu.be/db3KAv0-ATIThank you very much. Very complete and didactic. Congratulations.
I inserted the video in the main post of this thread.
Fred
PS: You should post on SketchUp Forum too.
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@fredo6 said:
@ahmed0007 said:
Complete Tutorial of Fredo ThruPaint
https://youtu.be/db3KAv0-ATIThank you very much. Very complete and didactic. Congratulations.
I inserted the video in the main post of this thread.
Fred
PS: You should post on SketchUp Forum too.
Thank you so much
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Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot
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@summerson1990 said:
Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot
Not obvious, but probably feasible.
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@fredo6 said:
@summerson1990 said:
Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot
Not obvious, but probably feasible.
So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!
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@summerson1990 said:
So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!
I just say that this is not supported in the current version. So I would need to make the change.
Fredo
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@fredo6 said:
@summerson1990 said:
So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!
I just say that this is not supported in the current version. So I would need to make the change.
Fredo
Ok, as you will do it it will be very useful. Thank you!
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Hi Fredo, thanks for the amazing plugins! They're indispensable!
I am running into an issue exporting a mesh textured with ThruPaint to OBJ or FBX. Neither format preserves the UVs I've generated.
After exporting the above mesh to obj or fbx format, and then import it into another program (I've tried both maya and unity) the UVs seem to have reverted to a basic planar projection.
Is there anything required to "bake" the UVs into the mesh before they can be exported successfully by the built in sketchup exporters? I've tried enabling triangulation in the export options, but that does not fix the issue.
It's worth noting I'm using Sketchup 19.3.252 on OSX.
Thanks!
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Fredo, would it be possible to add 'triangulate quads* on painting option to ThruPaint?
*- analogous to TT's Quadface Tools? -
@rv1974 said:
Fredo, would it be possible to add 'triangulate quads* on painting option to ThruPaint?
*- analogous to TT's Quadface Tools?What do you mean?
In QuadMesh mode, ThruPaint works whether the quads are true quads or are triangulated.
Do you want to force triangulation? -
Yes I mean 'force triangulation' option (I hope we are talking about the same things
You see, if I'd export some perverted mesh (with QuadMesh UV applied) as foreign format (3ds, fbx, obj etc) I'd get tons of independent 'materials'- (one mat for every single face). The only wayI know to avoid this plague is triangulation. TT's Triangulate command works perfectly,
The only inconvenience it's an extra procedure. Simultaneous painting + triangulation would be just perfect. -
@rv1974 said:
Yes I mean 'force triangulation' option (I hope we are talking about the same things
You see, if I'd export some perverted mesh (with QuadMesh UV applied) as foreign format (3ds, fbx, obj etc) I'd get tons of independent 'materials'- (one mat for every single face). The only wayI know to avoid this plague is triangulation. TT's Triangulate command works perfectly,
The only inconvenience it's an extra procedure. Simultaneous painting + triangulation would be just perfect.OK. But then, why don't you do the triangulation once, and then call ThruPaint after.
My problem is more to see how to fit the option in an already crowded GUI, and also keeping ThruPaint doing what it is paid for, that is, apply colors and textures, not alter the geometry.
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Quite often I have to deal with truly complex files (say +100k objects, +1.5M faces).
It's simply inevitable to skip some objects (that must be triangulated).
For instance, Profile Builder allows instant multiple paths profile creation. I suggested Whaat to add 'triangulate upon creation' option But it wasn't addressed unfortunately. And then when the moment of export comes... Houston we have a problem
Anyways.. I don't think one tiny 3x3mm Ξ button will mess up the palette. Per contra, the benefit would be inexpressible. -
My favourite tool! Though now I have problems in SU2019.
A tiny little surface, such as a chair seat lasted 1,5 hour to paint. Earlier it was cca. 5 seconds.
Every little surface is 1 hour to do.What could happen? I am going crazy...
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@bandika said:
My favourite tool! Though now I have problems in SU2019.
A tiny little surface, such as a chair seat lasted 1,5 hour to paint. Earlier it was cca. 5 seconds.
Every little surface is 1 hour to do.That's not normal.
Could you post or PM me the model. -
Dear Fredo!
It just has recovered!!! I deleted then istalled again the extension, and now it is working as fine as before!!! Maybe it got scared from you:)
Big thanks! -
Good to hear.
Still, I wonder what was creating the performance problem...
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Me too. Strange, that it did not freeze, it worked, finally it made it - just in one and a half ours. I worked in two files that time, it was exactly the same. I am happy now that it works again:)
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Fredo, is it possible to add ability to assign (globally ) front face materials to corresponding back faces AND preserve front faces texture coordinates?
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